/** * Copyright (c) 2006-2017 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ // LOVE #include "wrap_Physics.h" #include "wrap_World.h" #include "wrap_Contact.h" #include "wrap_Body.h" #include "wrap_Fixture.h" #include "wrap_Shape.h" #include "wrap_CircleShape.h" #include "wrap_PolygonShape.h" #include "wrap_EdgeShape.h" #include "wrap_ChainShape.h" #include "wrap_Joint.h" #include "wrap_MouseJoint.h" #include "wrap_DistanceJoint.h" #include "wrap_PrismaticJoint.h" #include "wrap_RevoluteJoint.h" #include "wrap_PulleyJoint.h" #include "wrap_GearJoint.h" #include "wrap_FrictionJoint.h" #include "wrap_WeldJoint.h" #include "wrap_WheelJoint.h" #include "wrap_RopeJoint.h" #include "wrap_MotorJoint.h" namespace love { namespace physics { namespace box2d { #define instance() (Module::getInstance(Module::M_PHYSICS)) int w_newWorld(lua_State *L) { float gx = (float)luaL_optnumber(L, 1, 0); float gy = (float)luaL_optnumber(L, 2, 0); bool sleep = luax_optboolean(L, 3, true); World *w; luax_catchexcept(L, [&](){ w = instance()->newWorld(gx, gy, sleep); }); luax_pushtype(L, w); w->release(); return 1; } int w_newBody(lua_State *L) { World *world = luax_checkworld(L, 1); float x = (float)luaL_optnumber(L, 2, 0.0); float y = (float)luaL_optnumber(L, 3, 0.0); Body::Type btype = Body::BODY_STATIC; const char *typestr = lua_isnoneornil(L, 4) ? 0 : lua_tostring(L, 4); if (typestr && !Body::getConstant(typestr, btype)) return luaL_error(L, "Invalid Body type: %s", typestr); Body *body; luax_catchexcept(L, [&](){ body = instance()->newBody(world, x, y, btype); }); luax_pushtype(L, body); body->release(); return 1; } int w_newFixture(lua_State *L) { Body *body = luax_checkbody(L, 1); Shape *shape = luax_checkshape(L, 2); float density = (float)luaL_optnumber(L, 3, 1.0f); Fixture *fixture; luax_catchexcept(L, [&](){ fixture = instance()->newFixture(body, shape, density); }); luax_pushtype(L, fixture); fixture->release(); return 1; } int w_newCircleShape(lua_State *L) { int top = lua_gettop(L); if (top == 1) { float radius = (float)luaL_checknumber(L, 1); CircleShape *shape; luax_catchexcept(L, [&](){ shape = instance()->newCircleShape(radius); }); luax_pushtype(L, shape); shape->release(); return 1; } else if (top == 3) { float x = (float)luaL_checknumber(L, 1); float y = (float)luaL_checknumber(L, 2); float radius = (float)luaL_checknumber(L, 3); CircleShape *shape; luax_catchexcept(L, [&](){ shape = instance()->newCircleShape(x, y, radius); }); luax_pushtype(L, shape); shape->release(); return 1; } else return luaL_error(L, "Incorrect number of parameters"); } int w_newRectangleShape(lua_State *L) { int top = lua_gettop(L); if (top == 2) { float w = (float)luaL_checknumber(L, 1); float h = (float)luaL_checknumber(L, 2); PolygonShape *shape; luax_catchexcept(L, [&](){ shape = instance()->newRectangleShape(w, h); }); luax_pushtype(L, shape); shape->release(); return 1; } else if (top == 4 || top == 5) { float x = (float)luaL_checknumber(L, 1); float y = (float)luaL_checknumber(L, 2); float w = (float)luaL_checknumber(L, 3); float h = (float)luaL_checknumber(L, 4); float angle = (float)luaL_optnumber(L, 5, 0); PolygonShape *shape; luax_catchexcept(L, [&](){ shape = instance()->newRectangleShape(x, y, w, h, angle); }); luax_pushtype(L, shape); shape->release(); return 1; } else return luaL_error(L, "Incorrect number of parameters"); } int w_newEdgeShape(lua_State *L) { float x1 = (float)luaL_checknumber(L, 1); float y1 = (float)luaL_checknumber(L, 2); float x2 = (float)luaL_checknumber(L, 3); float y2 = (float)luaL_checknumber(L, 4); EdgeShape *shape; luax_catchexcept(L, [&](){ shape = instance()->newEdgeShape(x1, y1, x2, y2); }); luax_pushtype(L, shape); shape->release(); return 1; } int w_newPolygonShape(lua_State *L) { int ret = 0; luax_catchexcept(L, [&](){ ret = instance()->newPolygonShape(L); }); return ret; } int w_newChainShape(lua_State *L) { int ret = 0; luax_catchexcept(L, [&](){ ret = instance()->newChainShape(L); }); return ret; } int w_newDistanceJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float x1 = (float)luaL_checknumber(L, 3); float y1 = (float)luaL_checknumber(L, 4); float x2 = (float)luaL_checknumber(L, 5); float y2 = (float)luaL_checknumber(L, 6); bool collideConnected = luax_optboolean(L, 7, false); DistanceJoint *j; luax_catchexcept(L, [&]() { j = instance()->newDistanceJoint(body1, body2, x1, y1, x2, y2, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newMouseJoint(lua_State *L) { Body *body = luax_checkbody(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); MouseJoint *j; luax_catchexcept(L, [&](){ j = instance()->newMouseJoint(body, x, y); }); luax_pushtype(L, j); j->release(); return 1; } int w_newRevoluteJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB; bool collideConnected; if (lua_gettop(L) >= 6) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } else { xB = xA; yB = yA; collideConnected = luax_optboolean(L, 5, false); } RevoluteJoint *j; luax_catchexcept(L, [&]() { if (lua_gettop(L) >= 8) { float referenceAngle = (float)luaL_checknumber(L, 8); j = instance()->newRevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); } else j = instance()->newRevoluteJoint(body1, body2, xA, yA, xB, yB, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newPrismaticJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB, ax, ay; bool collideConnected; if (lua_gettop(L) >= 8) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); ax = (float)luaL_checknumber(L, 7); ay = (float)luaL_checknumber(L, 8); collideConnected = luax_optboolean(L, 9, false); } else { xB = xA; yB = yA; ax = (float)luaL_checknumber(L, 5); ay = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } PrismaticJoint *j; luax_catchexcept(L, [&]() { if (lua_gettop(L) >= 10) { float referenceAngle = (float)luaL_checknumber(L, 10); j = instance()->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected, referenceAngle); } else j = instance()->newPrismaticJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newPulleyJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float gx1 = (float)luaL_checknumber(L, 3); float gy1 = (float)luaL_checknumber(L, 4); float gx2 = (float)luaL_checknumber(L, 5); float gy2 = (float)luaL_checknumber(L, 6); float x1 = (float)luaL_checknumber(L, 7); float y1 = (float)luaL_checknumber(L, 8); float x2 = (float)luaL_checknumber(L, 9); float y2 = (float)luaL_checknumber(L, 10); float ratio = (float)luaL_optnumber(L, 11, 1.0); bool collideConnected = luax_optboolean(L, 12, true); // PulleyJoints default to colliding connected bodies, see b2PulleyJoint.h PulleyJoint *j; luax_catchexcept(L, [&]() { j = instance()->newPulleyJoint(body1, body2, b2Vec2(gx1,gy1), b2Vec2(gx2,gy2), b2Vec2(x1,y1), b2Vec2(x2,y2), ratio, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newGearJoint(lua_State *L) { Joint *joint1 = luax_checkjoint(L, 1); Joint *joint2 = luax_checkjoint(L, 2); float ratio = (float)luaL_optnumber(L, 3, 1.0); bool collideConnected = luax_optboolean(L, 4, false); GearJoint *j; luax_catchexcept(L, [&]() { j = instance()->newGearJoint(joint1, joint2, ratio, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newFrictionJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB; bool collideConnected; if (lua_gettop(L) >= 6) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } else { xB = xA; yB = yA; collideConnected = luax_optboolean(L, 5, false); } FrictionJoint *j; luax_catchexcept(L, [&]() { j = instance()->newFrictionJoint(body1, body2, xA, yA, xB, yB, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newWeldJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB; bool collideConnected; if (lua_gettop(L) >= 6) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } else { xB = xA; yB = yA; collideConnected = luax_optboolean(L, 5, false); } WeldJoint *j; luax_catchexcept(L, [&]() { if (lua_gettop(L) >= 8) { float referenceAngle = (float)luaL_checknumber(L, 8); j = instance()->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected, referenceAngle); } else j = instance()->newWeldJoint(body1, body2, xA, yA, xB, yB, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newWheelJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float xA = (float)luaL_checknumber(L, 3); float yA = (float)luaL_checknumber(L, 4); float xB, yB, ax, ay; bool collideConnected; if (lua_gettop(L) >= 8) { xB = (float)luaL_checknumber(L, 5); yB = (float)luaL_checknumber(L, 6); ax = (float)luaL_checknumber(L, 7); ay = (float)luaL_checknumber(L, 8); collideConnected = luax_optboolean(L, 9, false); } else { xB = xA; yB = yA; ax = (float)luaL_checknumber(L, 5); ay = (float)luaL_checknumber(L, 6); collideConnected = luax_optboolean(L, 7, false); } WheelJoint *j; luax_catchexcept(L, [&]() { j = instance()->newWheelJoint(body1, body2, xA, yA, xB, yB, ax, ay, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newRopeJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); float x1 = (float)luaL_checknumber(L, 3); float y1 = (float)luaL_checknumber(L, 4); float x2 = (float)luaL_checknumber(L, 5); float y2 = (float)luaL_checknumber(L, 6); float maxLength = (float)luaL_checknumber(L, 7); bool collideConnected = luax_optboolean(L, 8, false); RopeJoint *j; luax_catchexcept(L, [&]() { j = instance()->newRopeJoint(body1, body2, x1, y1, x2, y2, maxLength, collideConnected); }); luax_pushtype(L, j); j->release(); return 1; } int w_newMotorJoint(lua_State *L) { Body *body1 = luax_checkbody(L, 1); Body *body2 = luax_checkbody(L, 2); MotorJoint *j = 0; if (!lua_isnoneornil(L, 3)) { float correctionFactor = (float)luaL_checknumber(L, 3); bool collideConnected = luax_optboolean(L, 4, false); luax_catchexcept(L, [&]() { j = instance()->newMotorJoint(body1, body2, correctionFactor, collideConnected); }); } else { luax_catchexcept(L, [&](){ j = instance()->newMotorJoint(body1, body2); }); } luax_pushtype(L, j); j->release(); return 1; } int w_getDistance(lua_State *L) { return instance()->getDistance(L); } int w_setMeter(lua_State *L) { int arg1 = (int) luaL_checknumber(L, 1); luax_catchexcept(L, [&](){ Physics::setMeter(arg1); }); return 0; } int w_getMeter(lua_State *L) { lua_pushinteger(L, Physics::getMeter()); return 1; } // List of functions to wrap. static const luaL_Reg functions[] = { { "newWorld", w_newWorld }, { "newBody", w_newBody }, { "newFixture", w_newFixture }, { "newCircleShape", w_newCircleShape }, { "newRectangleShape", w_newRectangleShape }, { "newPolygonShape", w_newPolygonShape }, { "newEdgeShape", w_newEdgeShape }, { "newChainShape", w_newChainShape }, { "newDistanceJoint", w_newDistanceJoint }, { "newMouseJoint", w_newMouseJoint }, { "newRevoluteJoint", w_newRevoluteJoint }, { "newPrismaticJoint", w_newPrismaticJoint }, { "newPulleyJoint", w_newPulleyJoint }, { "newGearJoint", w_newGearJoint }, { "newFrictionJoint", w_newFrictionJoint }, { "newWeldJoint", w_newWeldJoint }, { "newWheelJoint", w_newWheelJoint }, { "newRopeJoint", w_newRopeJoint }, { "newMotorJoint", w_newMotorJoint }, { "getDistance", w_getDistance }, { "getMeter", w_getMeter }, { "setMeter", w_setMeter }, { 0, 0 }, }; static const lua_CFunction types[] = { luaopen_world, luaopen_contact, luaopen_body, luaopen_fixture, luaopen_shape, luaopen_circleshape, luaopen_polygonshape, luaopen_edgeshape, luaopen_chainshape, luaopen_joint, luaopen_mousejoint, luaopen_distancejoint, luaopen_prismaticjoint, luaopen_revolutejoint, luaopen_pulleyjoint, luaopen_gearjoint, luaopen_frictionjoint, luaopen_weldjoint, luaopen_wheeljoint, luaopen_ropejoint, luaopen_motorjoint, 0 }; extern "C" int luaopen_love_physics(lua_State *L) { Physics *instance = instance(); if (instance == nullptr) { luax_catchexcept(L, [&](){ instance = new Physics(); }); } else instance->retain(); WrappedModule w; w.module = instance; w.name = "physics"; w.type = &Module::type; w.functions = functions; w.types = types; return luax_register_module(L, w); } } // box2d } // physics } // love